Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Private/MetasoundFrontendController.cpp
phil popp ab25da7ed8 MetaSound Graph Core Subgraph
#rb Rob.Gay
#jira UEAU-780
[FYI] Dan.Reynolds
#preflight 60a6af8629bb870001c7b53e

#ROBOMERGE-SOURCE: CL 16408345 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v804-16311228)

[CL 16412437 by phil popp in ue5-main branch]
2021-05-20 19:33:21 -04:00

61 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundFrontendController.h"
#include "MetasoundFrontendBaseClasses.h"
#include "MetasoundFrontendInvalidController.h"
#include "MetasoundFrontendStandardController.h"
namespace Metasound
{
namespace Frontend
{
FOutputHandle IOutputController::GetInvalidHandle()
{
return FInvalidOutputController::GetInvalid();
}
FInputHandle IInputController::GetInvalidHandle()
{
return FInvalidInputController::GetInvalid();
}
FNodeHandle INodeController::GetInvalidHandle()
{
return FInvalidNodeController::GetInvalid();
}
FGraphHandle IGraphController::GetInvalidHandle()
{
return FInvalidGraphController::GetInvalid();
}
FDocumentHandle IDocumentController::GetInvalidHandle()
{
return FInvalidDocumentController::GetInvalid();
}
FDocumentHandle IDocumentController::CreateDocumentHandle(FDocumentAccessPtr InDocument)
{
// Create using standard document controller.
return FDocumentController::CreateDocumentHandle(InDocument);
}
FDocumentHandle IDocumentController::CreateDocumentHandle(FMetasoundFrontendDocument& InDocument)
{
return CreateDocumentHandle(MakeAccessPtr<FDocumentAccessPtr>(InDocument.AccessPoint, InDocument));
}
FConstDocumentHandle IDocumentController::CreateDocumentHandle(FConstDocumentAccessPtr InDocument)
{
// Create using standard document controller.
return FDocumentController::CreateDocumentHandle(ConstCastAccessPtr<FDocumentAccessPtr>(InDocument));
}
FConstDocumentHandle IDocumentController::CreateDocumentHandle(const FMetasoundFrontendDocument& InDocument)
{
return CreateDocumentHandle(MakeAccessPtr<FConstDocumentAccessPtr>(InDocument.AccessPoint, InDocument));
}
}
}